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Fuentes, Pablo; Camarero, Cristobal; Herreros, David; Mateev, Vladimir; Vallejo, Fernando; Martinez, Carmen – IEEE Transactions on Learning Technologies, 2022
Understanding the architecture of a processor can be uninteresting and deterring for computer science students, since low-level details of computer architecture are often perceived to lack real-world impact. These courses typically have a strong practical component where students learn the fundamentals of the computer architecture and the handling…
Descriptors: Computer Science Education, Computer System Design, Programming Languages, Fatigue (Biology)
Taherian Kalati, Atefeh; Kim, Mi Song – Education and Information Technologies, 2022
This systematic review provides an overview of existing evidence regarding the effect of touchscreen technology on young children's learning. Using PRISMA principles, we identified 53 studies in our review. The literature generally advocated positive effects of touchscreen devices on young children's learning with 34 studies reporting positive…
Descriptors: Educational Technology, Handheld Devices, Manipulative Materials, Young Children
Campuzano, Mariela V. – New Horizons in Adult Education & Human Resource Development, 2022
As a result of the novel Coronavirus of 2019 (COVID-19), everyday life was transformed globally. With this, organizations were faced with the need to strategically and empathetically balance employee safety with business continuity as their survival largely depended on enacting immediate response measures by shifting to working remotely. When work…
Descriptors: COVID-19, Pandemics, Staff Orientation, Emergency Programs
Huntington, Heidi E. – Journal of Advertising Education, 2022
Visual bookmarking app Pinterest, known for its aspirational and consumptive qualities of users' "pinning" work, has recently made concerted forays into the online advertising and marketing space. At the same time, its visual and collaborative qualities offer unique potential for application in pedagogy. This paper describes a…
Descriptors: Social Media, Advertising, Teaching Methods, Computer Mediated Communication
Lau, Poh Nguk; Chan, Wen Loong; Li, Yuxuan – Journal of Chemical Education, 2022
As part of COVID-19 preparedness, a student-developed, Android-based app was used as a pre-laboratory learning aid for a molecular modeling laboratory in a first-year general chemistry course. A worksheet activity with trigger codes and questions related to spatial features of transition metal complexes was designed. Using the Transition Metal…
Descriptors: Visualization, Computer Oriented Programs, Organic Chemistry, Molecular Structure
Guo, Chen; Shea, Peter; Chen, Xiangdong – Education and Information Technologies, 2022
Online discussions have become important educational activities through which collaborative learning and knowledge construction can be facilitated. This study explores the use of two online discussion tools, online discussion board and VoiceThread, for supporting online course discussion activities among a group of graduate students and…
Descriptors: Computer Mediated Communication, Group Discussion, Cooperative Learning, Computer Software
Rubio-Hurtado, María-José; Fuertes-Alpiste, Marc; Martínez-Olmo, Francesc; Quintana, Jordi – Journal of New Approaches in Educational Research, 2022
Most young people spend time online every day in order to access social networks, where not only do they consume, but also produce content. The posting of content ends up reflecting a personal story in which young people recognize themselves. This posting practice requires competences that can be developed in digital literacy-related educational…
Descriptors: Computer Mediated Communication, Social Media, Story Telling, Motivation
González-Lloret, Marta – Language Teaching Research, 2022
Developing pragmatic competence implies the learning of the norms and principles that affect the behavior of participants in a culture (i.e. sociopragmatics) and the ability to choose the language to realize those norms (i.e. pragmalinguistics). Learning to be pragmatically appropriate in the second language (L2) is not easy, and although it is…
Descriptors: Task Analysis, Pragmatics, Teaching Methods, Second Language Learning
Amal-Palacian, Monica; Baeza, Miguel Angel; Claros-Mellado, Javier – International Journal for Technology in Mathematics Education, 2022
The aim of this research is to advance in the teaching-learning process of representing quadratic functions, both with pencil and paper and with a technological tool. For this purpose, a didactic experience is presented. Firstly, it is explained in the traditional way how to graph a quadratic function; secondly, students are introduced to the…
Descriptors: Computer Software, Computer Uses in Education, Educational Technology, Secondary School Students
Hao, Qiang; Smith, David H., IV; Ding, Lu; Ko, Amy; Ottaway, Camille; Wilson, Jack; Arakawa, Kai H.; Turcan, Alistair; Poehlman, Timothy; Greer, Tyler – Computer Science Education, 2022
Background and Context: automated feedback for programming assignments has great potential in promoting just-in-time learning, but there has been little work investigating the design of feedback in this context. Objective: to investigate the impacts of different designs of automated feedback on student learning at a fine-grained level, and how…
Descriptors: Computer Science Education, Feedback (Response), Teaching Methods, Comparative Analysis
Graeske, Caroline; Sjöberg, Sofia Aspling; Thunberg, Stina – International Education Studies, 2022
Several studies have shown that Swedish students' reading comprehension and ability to understand fiction are decreasing year by year. Numerous alarming reports point to the unsustainable situation concerning young people's reading engagement, but the ideas of how it can be remedied are few. This study aims to investigate and evaluate a didactic…
Descriptors: Secondary School Students, Fiction, Computer Simulation, Learner Engagement
Koppitsch, Steven E.; Meyer, Jeffrey – Marketing Education Review, 2022
Instructor use of online gamification techniques using platforms such as Kahoot has been increasing in recent years. Prior research has found that the use of gamification can increase student engagement in a class and improve student performance on exams compared to traditional lectures and flipped classes. This paper examines the specific effect…
Descriptors: Learning Processes, Learner Engagement, Educational Games, Tests
Milenkovic, Aleksandar; Takaci, Ðurdica; Božic, Radoslav – Interactive Learning Environments, 2022
In this paper the authors described the influence of the computer-based environment on students' learning achievement of the multidimensional calculus, in particular double integrals. The research was conducted with the second year students at the University of Kragujevac, Serbia, with two groups of students: the experimental and the control one.…
Descriptors: Computer Uses in Education, Computer Software, Mathematics Education, Calculus
Chahal, Jyoti; Rani, Neha – Journal of Computing in Higher Education, 2022
The concept of e-learning has now become fundamental in student learning process. This concept becomes even more relevant in situations of global crisis such as that arising from COVID-19. Since this pandemic there have been tectonic shifts in the education sector. Effective implementation of e-learning in higher education depends on students'…
Descriptors: Foreign Countries, Electronic Learning, COVID-19, Pandemics
Denson, Cameron D.; Jones, Tamecia R. – Engineering Design Graphics Journal, 2022
Formal learning environments have struggled to introduce STEM content and STEM careers to students from underrepresented populations. This problem is exacerbated when dealing with students who live in rural areas where access to quality materials and instruction is limited. The eMentorship project is an innovative approach to mentoring that…
Descriptors: Disproportionate Representation, Computer Graphics, Computer Simulation, Skill Development

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